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all defined in object space. By convention, especially in discussions of texture
mapping, object-space coordinates are expressed as UVW coordinates, as
opposed to the XYZ coordinates of
world space on page 7976 .
Each object has its own local center and coordinate system as defined by the
location and orientation of the object’s pivot point. The local center and
coordinate system of an object combine to define its object space.
When you choose Use Pivot Point Centers from the toolbar or Use Pivot Points
from the Modifier List, you are telling the program to use the Object Space
origin of one or more selected objects as the center of a transform or modifier
effect.
When you choose Local from the
Reference Coordinate System list on page
896 (on the main toolbar), you tell the program to use a selected object’s object
space for the orientation of the active coordinate axes.
Most
modifiers on page 7852 operate in object space. See Object-Space Modifiers
on page 1132 .
Object Space (Biped)
When you use
freeform animation on page 7792 to animate a biped, you can
place a biped limb into the space of another object, or into world space. For
example, if the biped's hands are in the space of a ball, then wherever the ball
moves the hands move with it. If the biped's feet are in world space, then
when you move the center of mass, the feet stay planted in the same location.
Obstacle-Avoidance Behavior
In
crowd animation on page 4680 , an important part of crowd behavior is
avoidance of obstacles. Think of an obstacle as anything that impedes a crowd
member's progress. Examples of obstacles include walls, telephone poles, and
fences, as well as other crowd members. Encountering such objects can cause
avoidance behavior, which consists of any combination of slowing down,
turning, and stopping.
Glossary | 7869